I'm not sure if LAND FACTORY counts as any land based structure that produces something, but you could consider making Jerrax able to teleport near T3 pgens, nukes and antinukes, and HQs, I feel that would do the most damage. Also, having him teleport near land units will quite likely result in him dieing to percies as those will be the main land unit in any army later on.

Hi, allI got a few comments after several attempts to complete the mission.1) At the beginning of the game, the camera does not focus on ACU.2) If the laboratory is lost when the task for radar jammer search is active, the game will not end.3) While trucks get to their destination, transports and their base can be destroyed. When my trucks got to the goal, there was only one transport and the mission was hanging on it: new tasks were not received.

Hi, I had the same problem as Martin_PL. The map loads, but nothing else from the mission loads. I tried without mods too, but same result. I can't post the log because of file size and posting limits.

found a new and a old bug. I have hosted the game-units still stacking at base in north.-my buddy had builded a quantum gateway before we send in the civilian trucks to the exit. This caused to explode a instant nuke in our base without any nukes warning. Afterwards 2 nukes were launched with warnings included to the same position.

Black_Master wrote:found a new and a old bug. I have hosted the game-units still stacking at base in north.-my buddy had builded a quantum gateway before we send in the civilian trucks to the exit. This caused to explode a instant nuke in our base without any nukes warning. Afterwards 2 nukes were launched with warnings included to the same position.

Thanks, I'll check it out! Were you using any mods at the time? I'll have to check my scripts and post some updates. Also, can you send me your replay?

Overall:Though start, critical combined attack of a spider bot attack wave and some T3 bombers but after that somewhat anti climatic but one of the rare missions the AI uses a nuke.

Beginning:Story related the stealth generator needs to be at a different spot (to the left of the UEF outpost structure that needs to be protected) to actually cover the base, at least, while the mass extractor and the 2 structures next to it would still be visible to enemy radar then, technically.

For being able to construct shields that can cover all the civilian structures at the top and bottom right side of the base it'd help if the energy storage the player is granted at the start would be at a different spot: not west but north of the T2 power generator, so it's not blocking the construction of a T2 shield that can cover all the civilian structures at the bottom.

The facility should also transfer control over it's walls and T1 def to the commander.The T1 def to avoid friendly fire issues (allied T1 AA causes friendly fire to a T2 shield built right next to it, resulting in damaging & destroying it). The walls to be able to use selfdestruct whenever they're causing pathfinding issues, are in the way of a construction project or cut off a convenient path.Doing so wouldn't change what the player starts with but help avoiding some issues.

For the start the UEF outpost faction should get a cheated economy boost once, to fill their storage units to 100%. So that it doesn't just drive around, ignoring the player's stuff but can start assisting right from the start, which it doesn't do currently due to being low on mass, appearently.

A move order button for the initial T1 engineers of the UEF outpost ally would be nice. It'd help getting them out of danger and assigned to construction projects / repairs. Meant to work like that: Once arriving they assume their route, making them support whatever is close and then they're on their patrol route again.

The terrain is an issue: It's too uneven, which causes issues when trying to find a good spot to build up something and also issues with ground to ground defenses trying to attack anything but hitting the terrain instead (including a wasted overcharge shot every now and then that hits the terrain).

For the start it would be nice to be notified that the T1 engineers actually assist the player's construction projects. However they, for some reason, don't support the Commander in being upgraded.

The initial attack wave needs a scenario timer defining how long the player has to deal with it. That's currently missing and creating abuse potential: let a single, weak unit of the initial attack wave life and you can pretty much construct anything before the map first expands and the enemy becomes active.

Further issues with the initial attack waves are terrain and difficulty setting:-you might want to remove the T3 bots of the last of the intial attack waves on easy difficulty-terrain may block an overcharge shot, relevant for the wave with the T3 bots; I don't know if there's any working method to tell ahead of it happening where and when a shot will hit the terrain opposed to it's actual target.

After defeating the initial attackers:Walking right to the marked area doesn't work very well, at least on hard, and I've had far better results with ignoring the spot, despite the mass, for the start.The air attacks, especially the bombers, are an issue there. So it works best only moving there once shielding and / or AA capability can be provided. Blatantly moving there with the Commander right when ordered is just pain waiting.

If I try to start constructing anything there right when ordered to I'm either overrun by combined air and ground units (only tested on hard) or the civilian outpost is due to my absence there. Having some shields and defenses at the outpost is necessary to be able to leave it without losing it. So waiting for T2 before assigning the objective makes sense.

If I ignore the spot where I'm supposed to go I can life off wreckage good enough to keep the civilian base defended with T2 shields and T2 def. The transition to T3 becomes problematic if doing so due to lack of resources, though.

Find the jammer objective:A nice touch was the randomization of the jammer's spawn location which can be in either of the two bases.

Outpost defense objective:No issues found.

Trucks to escort:The trucks should drive to the city center. There where they move to after spawning, without an option to order them to move elsewhere (as that button is only available a bit later) - that's exactly one of the directions the enemies attack from. With ground and air units. If an enemy force attacks right there at the time the trucks are spawning it's as if they're trying to suicide.

The incoming enemy attack waves:The arriving spider bot was a huge surprise and actually the most critical moment of the map as it's attack comes combined with some T3 bombers attacking the civilian outpost. Suddenly the enemy was hammering hard with a strong ground experimental and strong air to ground attacks.

As the spider bot also appears on lesser difficulties, like on easy, I'd suggest making it wait for some time at each of it's waypoints (waiting time related to difficulty setting) and only march through on hard. The spider bot will always attack the evac zone to the south but there's no objective tied to making sure the transports survive, just tied to the trucks. Yet, if all transports are destroyed, the mission is lost. Upon all evac transports being destroyed either the spider bot is destroyed or just the message of that event is playing, before losing, without actually having done anything to it, so something's wrong there somewhere - either in dialogue or scripting.

Evac zone:I manually destroyed all transports but one T1 transport, then brought in the trucks to see what would happen. Turns out the scenario got stuck then. Neither was any truck transported nor was the scenario lost. To avoid that issue multiple solutions are possible. As the objective only states to protect the trucks, not the transports, a better design would be to make sure at least x amount of T2 transports are in the evac area:

Any T2 transport brought to the evac zone by the player should simply transfer control over to the evac team, unless they already have enough transports. And if enough T2 transports and the trucks are within the evac zone the evacuation should start. Better set all UEF civilian transports and trucks to immune to damage at that point to avoid further issues.

During that evac mission phase the AI is also pretty tame: No major attacks and far less attacks in both numbers and frequency against the outpost or the player base to the north east. During that phase it's possible to build up anything, mostly undisturbed. The sole threat are the multiple T3 bombers that rarely attack but aside from those it became pretty silent.

The AI really needs to make an effort at the evac passage to try to block it off, should at all times continue it's attacks, like it did before, and start becoming more and more aggressive, not more tame all of a sudden. In general the AI should use more siege units, at least after the evac part, and eventually also try to advance to make use of the cliffs. An experimental sent towards the player base every now and then during the last mission part wouldn't be wrong either. Map expansion to the left to explore what's there remains a desired option.

Other stuff:Killing the Cybran Commander shouldn't just be an objective after being done with the evac but right then when it's possible to not run in the awkward situation of already having done so before receiving the objective to do it (despite that not causing any objective issues but actually working flawlessly - might as well assign the objective earlier then).The left side of the map is never expanded despite Cybran reinforcement arriving from there multiple times. Yet everyone is acting like "Enemies are defeated." once all relevant objectives have been achieved despite clearly indicated enemy presence there.It's possible to construct a quantum gate right next to the UEF outpost's main structure, which makes the escort and evacuate part seem obsolete then. To avoid that the option to construct a quantum gate should not exist until the trucks have been evacuated.Text messages sometimes disappear too fast. Needs some standardized text message display time depending on the text shown.Upon losing the commander there's never a "game over" end to the mission. Mission control is terminated but no "game over" shows. This is the case after the first map expansion, before that it works flawlessly but after that it no longer does.Blowing up the enemy ACU doesn't cause all of it's structures (including walls) and units to selfdestruct. Rather the ACU is treated like just another unit. Imo Commander death should mean all the remaining units hit their selfdestruct, unless I'm missing something.

Another idea related to FAF came to mind: C&C Red Alert addon missions had text briefings to introduce their story and objectives. That'd be a nice feature for FAF scenarios: Some simple html page for mission introduction, eventually with some images to illustrate the situation. Currently only a few lines of text are crammed in the custom missions UI and there's no briefing or anything like it.